Sevvend Clubstep

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Sevvend Clubstep
ID
120255728
Creator(s)
Cherry Team (team); Vorten (verifier)
Members/Contributors
nickname, MinAY, winchester, Kpokaht, WarningGoat, Vizitek, Genoxide, maybee, ego11, and Quminy
Verifier(s)
Vorten
Created
Attributes
Difficulty
Length
1m 3s (Long)
Objects
61,143
Copy type
No password
Statistics
Downloads
439.5K
Likes
11.6K
Rating
Featured
Audio info
Artist(s)
Music ID
876102 (deleted)

Sevvend Clubstep is a 2.2 Extreme Demon mega-collaboration level created by the members of Cherry Team and published onto the team's account, verified by Vorten on 4 June 2025.[1] The level was praised by a majority of people for its gameplay, calling it a pleasant experience. The gameplay of Sevvend Clubstep is perfectly synchronised with its music, having been built by an experienced Demonlist player, nickname. The level's decorations are in bright red-orange tones, with occasional yellow tones. The work with colour and contrast gives the level an atmosphere of heat and high temperatures, and it works really well with the occasional glitch effects.

Inscriptions periodically appear on the screen (for example: 'This is madness', 'The tenth prophet of Decagrammaton. Malkuth has awaken!' (a reference to Blue Archive), 'OVERHEAT' or 'you're cooked').

History

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On 4 December, vantergez released a preview of a joke level called Sevvend Clubstep on his channel.[2] On 6 December, vantergez uploaded a showcase of the level's fully completed gameplay.[3]

In 2025, nickname, one of the most-skilled and experienced Russian players, decided to build a serious gameplay for the level and call it Sevvend Clubstep. On 6 February, he posted a showcase of the gameplay he had built on his channel, stating that he had done so in just two days.[4] After some time, Cherry Team decided to decorate this gameplay to make it a real level. MinAY was appointed as the host of the level. On 10 February, Vizitek posted his part of the level on his channel.[5] On 11 February, Kpokaht posted his part,[6] then ego11 on 19 February,[7] and on 26 February, Genoxide posted his own.[8] That same day, he uploaded another showcase of his updated part.[9] On 28 February, MinAY uploaded a showcase of an already completely decorated level.[10]

Verification

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On 3 March, it was announced that microforest would serve as the verifier for Sevvend Clubstep.[11] However, the verification was transferred to maybee. On 26 April, maybee did a run of 45-100%,[12] and two days later, he got 34%,[13] then 42%,[14] and a 22-84% run.[15] On 30 April, maybee got a new record of 45%,[16] then 59%,[17] and 69% at the end of that day.[18] On 12 May, he made a series of runs from 35%, most notable of which was to 87%.[19]

On 24 May, maybee left Cherry Team, and the verification of Sevvend Clubstep was transferred to another and last verifier, Vorten.[20] On 31 May, the new verifier did a run of 35-100% and got 38%, uploading it on YouTube.[21] On 1 June, he got a new best three times by reaching 44%,[22] 52%,[23] and then 53%.[24] The next day, Vorten got 61%,[25] and on 3 June, he got 73%[26] and 80%.[27] On 4 June, Vorten finally verified Sevvend Clubstep, having spent a total of 17,415 attempts.[28]

Gameplay

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  • 0–14%: Sevvend Clubstep begins with the player being launched from an invisible pad as a mini-cube onto a platform, where they must jump to avoid the incoming structures. The player must pass through tight spike gaps using orbs and hit the red orb, then hold the pink dash orb. While holding, the player's speed increases until they land on a blue pad. After three more orb inputs, the player transforms into a spider and must hit a black orb, performing several rapid inputs before reaching a short section where they must hit multiple orbs (with a brief half-second wave transition requiring a single precise input). The player then becomes a spider again and must make three extremely precise inputs to pass through a very tight gap surrounded by suddenly appearing spikes. After that, several rapid inputs are required in narrow wave corridors. As a cube, they must perform timed inputs on blue orbs while continually bouncing on blue pads. The section ends with the player holding the pink dash orb.
  • 14–24%: The player releases the dash orb and is launched upwards by a yellow pad. While falling, they must hit a pink orb, entering a rapid-input sequence involving orbs, dash orbs, and portals. Afterwards, the player briefly slows down and performs three precise, spaced inputs on spider orbs, bouncing on pink pads. They then enter a short ball section with several quick orb inputs and interactions with structures. After transforming back into a cube, they must perform additional orb inputs while avoiding spikes and interacting with structures that 'dance' to the music. The section ends with a short transition using invisible pads.
  • 24–35%: The player transforms into a ship and must immediately hit a yellow orb. A ship section follows, requiring timed orb inputs, with multiple gravity portals aligning the ship's movements. The player must make very precise inputs while flying carefully around saw blades, spikes, and other hazards. Next, a short cube section follows with several orb inputs between structures. Afterwards, the player becomes a wave and must make many rapid, precise inputs in extremely tight corridors filled with structures and saw blades. The section ends with the player returning to a cube and holding the pink dash orb again.
  • 35–46%: A yellow pad launches the player upwards, transforming them into a UFO. This section demands quick, accurate inputs between structures and saw blades. The path includes orbs, portals, and interactive structures that must often be used together to avoid obstacles. The player then becomes a cube again, performs several orb inputs while using portals, and subsequently transforms into a wave that travels through narrow gaps between structures. The section ends with the player reverting to a cube and holding another pink dash orb.
  • 46–56%: A comparatively calmer section begins. The player is immediately met with difficult timing on a pink orb, followed by several more orb inputs. Passing through a portal shrinks the cube, requiring three precise, short inputs on dash orbs while avoiding nearby spikes. The player then becomes a normal-sized cube again, makes several quick inputs, and enters a slow ball section. Here, they must make three inputs, navigating gravity changes between structures and avoiding small spikes. Afterwards, they transform into a wave and make several quick, precise inputs before becoming a cube again to perform rapid inputs on blue orbs, bouncing on blue pads and avoiding saw blades and spikes. The section ends with another held pink dash orb.
  • 56-66%:
  • 66–77%: The level returns to a ship section, using orbs and portals to align the ship's manoeuvres. Sloped surfaces and fake orbs appear, along with occasional straight-flying segments. The player uses a variety of orbs—including dash orbs, which must be held briefly—to alter the ship's gravity. Afterwards, the player becomes a cube and performs precise orb inputs (mainly black and pink) to fit through tight structures and spike formations. The section ends with another held dash orb, this time green.
  • 77–89%: The final gameplay portion begins. A yellow pad launches the player upwards, transforming them into a UFO that must immediately hit a pink orb. A high-speed sequence of inputs follows, combining slopes, structures, portals, orbs, and pads, forcing the player to navigate saw blades and spikes in very narrow spaces. The player then becomes a cube, must hit a few orbs, and then transforms into a spider for a couple of quick, precise inputs. Next is a fast wave section requiring numerous rapid inputs while repeatedly changing gravity via portals. After the speed slows, the player becomes a cube again. They must perform three fast orb inputs with portals inside the Clubstep monster's mouth, hit a pad to flip gravity between two small cube-shaped structures, and then make a timed input to fall between the final set of spikes.
  • 89–100%: The level concludes with an art sequence displaying all the contributors' names (creators, verifier, and playtesters). Then, a fist suddenly appears and 'breaks' the end screen, leaving cracks across it.

First 10 victors

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Victor # Player Date Completed Total Attempts Furthest Fail Video
Verifier Vorten 4 June 2025 17,415 80% YouTube
1 xalval 12 June 2025 14,289 89% YouTube
2 Hqmy 15 July 2025 ~7,000 86% YouTube
3 NordstromUSA 20 July 2025 8,010 63% YouTube
4 Komet01 28 July 2025 ? 76% YouTube
5 Kaza 31 July 2025 ~6,400 83% YouTube
6 fallen. 7 August 2025 ~18,000 85% YouTube
7 Trick 17 August 2025 ~4,300 86% YouTube
8 RoseTRF 18 August 2025 27,915 ? YouTube
9 Nexel 22 August 2025 25,531 89% YouTube
10 Flavyola64 22 August 2025 22,131 85% YouTube

Trivia

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  • Sevvend Clubstep was rated on 7 July 2025 and placed at #30 on the Demonlist on 6 August 2025, above The Hallucination and below Operation Evolution.
    • This addition pushed limbo but uwu ig idk into the Extended List and The Rupture into the Legacy List.
  • The name of the level, Sevvend, is a reference to a niof ck one of vantergez's friend, a significant figure in the Russian Geometry Dash community.
  • xalval is the first victor of Sevvend Clubstep, but he did not submit his completion to the Demonlist staff.[29]

References

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